GM Armadillephant's Fallout Extravaganza

Game Master Loup Blanc

Life in the Wastes is a constant struggle. Let's see if our heroes have what it takes to survive...
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GameMaster Armadillephant GameMaster

Hey, guys, I'm back--sorry about the delay. I contracted strep throat, which is great fun when you have an immune system as shot to hell as mine is, and that's where I've been. Sorry for the prolonged absence again. It's looking like some people have dropped or considered dropping, so if you guys want to head out, I understand.


Female Human (vanilla) Wasteland Sovereign 1 [Machinesmith(CombatEngineer/Bombadier)/Scholar]

It's all good man. I'm still in. Glad you're feeling better.


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I am glad you are feeling better.

I am in too just will not be able to post hopefully until some time
Monday (Tomorrow).


Male Human Paladin 1

tie up with some training at work, busy as hell. Sorry. Will post when I get a chance. :(


Male Human - Wasteland Resister.
Status:
Vitalist (soulthief) L1

GM could you remove Camper form this game please, so I can cut down the games on my dashbord


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I'll post tonight (Saturday).

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

I'll pass this info along in-character after combat, but:
More or less, ferals and Super Mutants won't attack me unless they know I'm part of the group.


Female Human (vanilla) Wasteland Sovereign 1 [Machinesmith(CombatEngineer/Bombadier)/Scholar]

Hey guys. Sorry I won't be able to post until tomorrow night probably. I drove home for the weekend because my sister had a baby so I've been spending time with family and friends and such. Then I have to drive home tomorrow, finish the work I didn't finish for my project, and THEN I can post. Apologies! If you need to roll for me to keep things going that's fine. Just don't hurt her! She's delicate.


GameMaster Armadillephant GameMaster

That's fine, Deidre--thanks for letting me know. If your turn comes up before then, I'll just roll for you.


GameMaster Armadillephant GameMaster

Hey, just realized that I never put forward something I'd been planning on.

It's come to my attention that firearms, especially energy-based ones, are quite powerful, and melee is comparatively weak. Therefore, to help keep the balance, I've decided that most (at least bludgeoning-type) melee weapons will bypass half DR, rounded up. For example, the ghouls' slams treated Gergg and Winter's DR as half of what it is. A baseball bat would do the same thing; a knife, probably not.

If you guys object to this, let me know, but I figure it can also work in you guys' favor. Just a way to try and balance the power so melee isn't useless.


Female Human (vanilla) Wasteland Sovereign 1 [Machinesmith(CombatEngineer/Bombadier)/Scholar]

Yeah right on. Could we also beef the slashing and piercing types to make them useful as well? I do plan on using the broad machete and such but if that's a no, I"ll grab a shillelagh or something. Haha. Or a flagpole.


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GM Armadillephant wrote:

Hey, just realized that I never put forward something I'd been planning on.

It's come to my attention that firearms, especially energy-based ones, are quite powerful, and melee is comparatively weak. Therefore, to help keep the balance, I've decided that most (at least bludgeoning-type) melee weapons will bypass half DR, rounded up. For example, the ghouls' slams treated Gergg and Winter's DR as half of what it is. A baseball bat would do the same thing; a knife, probably not.

If you guys object to this, let me know, but I figure it can also work in you guys' favor. Just a way to try and balance the power so melee isn't useless.

Sounds good, the system isn't fully developed so things are not totally balanced. Or, you can give them more hit points, and/or lower the weapon damage?


GameMaster Armadillephant GameMaster

I've thought about giving extra hp, and I may start using that, at least for bigger enemies, but flunkies like feral ghouls? I'm fine with them going down quickly. As for lowering weapon damage, I'm not sure I want to do that either--I'm fine with this game being quite deadly.


GameMaster Armadillephant GameMaster

Alright, another step in the process... Weapon and armor degradation. Do you guys want to track it? I'm thinking it could be nice to do so, and make things interesting, but I'm not totally set on how.

First thought is to set it up with percentages, and for weapons it's a straight one shot or hit for melee, one percentage point lost. Not exactly how Fallout works, I know, but simpler. For every 10% lost, you take a -1 penalty to damage. I won't have any restrictions on how much you can repair your weapons to.

For armor, you lose a percent for each damage point it prevents, and loses 10% of its DR (rounded down) for each 10% lost. So, for example, Merc armor at 100% has a DR of 12, which I believe is halved here, so 6. So, after preventing 10 damage points, it's at 90% and still okay. However, once it prevents 20, it's at 80%, and now has a DR of 5.

On a similar note, Deirdre, I don't think you halved the DR from your clothing.


Female Human (vanilla) Wasteland Sovereign 1 [Machinesmith(CombatEngineer/Bombadier)/Scholar]

Oh dang. My bad. And I vote "nay" on degradation. Personally, it'd just be more to manage and keep track of. I feel like those kind of things can be circumstantial (like maybe a result of a nat 1 and the like) and sunders can do that. But it's your call ultimately. I'm just giving my two pennies.


GameMaster Armadillephant GameMaster

It seems we have some missing PCs. I'll give them another day, but then they'll be botted. I'll also be sending PMs.


Male Human Paladin 1

hola! Was waiting for mister Darius, Rapid fire coming soon!

IN THE NAME OF STEEL!


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Here we go again, more MIA.


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Kora, I think you hit! They are not hard to hit as long as your Karma is not cursed :-)


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Err, how did I get up there on the map? I was on D7.


GameMaster Armadillephant GameMaster

I put you there, since that's actually within the boundaries of the room. Earlier you guys' images were off the actual map, just there for you to move on when you took your turn. Sorry if it confused people.


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Thank you then


GameMaster Armadillephant GameMaster

So, here's another rough patch where we need a group judgment call.

How do you think autofire should work? I think that, in essence, it's a ramped-up semi-auto.

Semi-auto offers three options:

  • On a full attack, you can take an extra shot at a -4 penalty.
  • On a full attack if you have Rapid Shot, you can take an extra shot at no penalty.
  • If you have Rapid Shot, you can take an extra shot during a normal attack (standard action attack, or any other time you can make an attack with your pistol) at a -4 penalty; every other attack that round also takes this penalty.

So autofire raises interesting questions. Should it have different options for standard and full attacks? I think it'd be nice to have it so. Does it target individual enemies, or is it an AoE as some systems do it? I can see it making sense either way, although it seems the Fallout games offer an individual-target system.

Right now, I'd lean toward something like this...

    Full-automatic Fire Options
  • Standard Attack: You may fire up to three shots, all at a -6 penalty.
  • Full Attack: You may fire an extra shot for each iterative, OR make a single attack roll against every enemy in a 30-foot cone; this second method requires you to expend a minimum of 5 shots.

What do you all think?


Female Human (vanilla) Wasteland Sovereign 1 [Machinesmith(CombatEngineer/Bombadier)/Scholar]

Hmmmm... tough question. I mean, in essence, automatic and energy ARE just better weapons. Well, obviously there are exceptions. I guess you can try to balance it based more on "tasks" and not raw damage and attack. I like the AoE effect, because it makes automatic weapons good for suppressing multiple targets, while more precision based weapons pick them off. This might be stretching it, but maybe treat the area or cone that the automatic weapon would create as difficult terrain for one round. So those that move within that round are slowed and can prevent enemies from advancing on us. Likewise, we'd suffer the same thing. This to me makes the weapons more tactically advantageous and less raw damage. It would require us to try and avoid those areas of heavy fire, creating more battlefield dynamics we have to work with. I'd say if you wanted to use an automatic weapon at one target and not an AoE, you could. You'd simply "narrow the cone". You'll still expend more ammo than other weapons, which is the trade-off. And there's my two pennies!


Female Human (vanilla) Wasteland Sovereign 1 [Machinesmith(CombatEngineer/Bombadier)/Scholar]

EDIT: Since automatics are very different from other weapons themselves, just don't have rapid shot apply to autos. It's almost like the difference between throwing weapons and guns.

Grand Lodge

M Ghoul "halfling" Ranger 2 (Deep Walker), Urban Barbarian 1, Rogue 1

I think for full-auto attacks and multiple semi-auto on a single target in one round, penalties to accuracy should progressively increase with each bullet fired. Same thing for three-round burst setting. Recoil is going to naturally shift your aim point.

Spray-and-pray could follow the AoE cone template, but you'd probably have to include an accuracy penalty to "narrow the cone," as Deidre put it.

I'm also thinking we may need to shorten the amount of time each combat round lasts, too. The standard of 6 seconds per round doesn't really translate well with weapons capable of firing several rounds per second.


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Semi-Auto\Rapid looks good to me.

Now the tricky full auto -

What are you going to do about controlled bursts?

Because you have semi-auto which is considered the most accurate out of the rapid fire, 3 round burst which is a setting on the M4/M-16A2 or 2 round burst in the AN-94 and it is the second most accurate, and then full auto like a M-60, Tommy Gun, M-16A1, and etc.

So maybe this?

1. Keep Semi-auto rules
2. Use this for controlled burst - You may fire up to three shots, all at a -6 penalty for standard and 4 shots at -6 for a Full Attack.
3. Use this for full auto - make a single attack roll against every enemy in a 30-foot cone at -8; this second method requires you to expend a minimum of 5 shots.


GameMaster Armadillephant GameMaster

Hm. I like the idea of the controlled burst, though I think that's included in the standard attack option. How about this...

Full-Auto vs. a single target: When firing a fully automatic weapon at a single target, either as a standard or full action, you may fire up to two extra attacks. If you do this, the second shot (and the second iterative) takes a -4 penalty, and the third shot (and the third iterative) takes a -6 penalty. All your shots have to be fired at a single opponent, and you only gain bonus precision damage on the first shot.

Example: An 11th-level fighter uses his assault rifle to fire a controlled burst at a Super Mutant. His BAB for the iterative attack, modified by full-auto fire, would be +11/+2/+2/-5/-5. It gets a lot of bullets in the air, but the chances of them all hitting may not be great.

When using Full-Auto in an AoE (which is always a full-round action), you have two options:

1: Spray and Pray--you unleash a hailstorm of bullets at the enemy. Make a single attack roll at a -8 penalty and use that roll against every enemy within a cone (usually 20 ft. for single-handed guns, 30 ft. for two-handed assault rifle styles, or 45 ft. for big guns like M60s). You gain no bonus precision damage, although you deal half damage on a miss (targets with the evasion ability take no damage on a miss, and targets with improved evasion take half damage on a hit). This method requires a round of ammunition for every enemy in the cone (minimum 5 rounds).

This means that you could potentially wreak havoc on a group of enemies, but quicker enemies may well avoid the attacks, especially those with evasion or improved evasion.

2: Suppressing Fire--the tactical choice when it comes to full-auto fire, and often a more effective one, using suppressing fire expends 10 rounds of ammunition and turns a cone (same as the Spray and Pray method) into difficult terrain. Enemies without any cover who are in the cone when you begin to fire are subject to an attack roll at a -8 penalty, and take half damage on a hit (targets with the evasion ability are not subject to this attack roll), although any who enter the area after your turn are not subject to this attack.

This offers limited damage, but tactically affects the environment, making it harder for enemies to close with the group. It does expend quite a bit of ammunition, though.

What do you guys think?

@Gergg: I think that changing time increments makes sense, but I really don't want to get into that mess--at least not right now.


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I don't think improved evasion should be allowed but that means everything else would have be adjusted opening another can of worms... :-)


Female Human (vanilla) Wasteland Sovereign 1 [Machinesmith(CombatEngineer/Bombadier)/Scholar]

You could also do something similar with energy weapons. That way all the different types of attacks that we have are not strictly differentiated by the amount of damage and we can all contribute effectively. Filling niches and all. Niches love being filled. So how about this (this is my $5.60 worth):

Guns (non-automatic)
-Things are good and dandy.

Energy (non-automatic)
-Energy weapons are able to put multiple "shots" into an attack, thus increasing its damage in a single attack, but also expending the ammo. So expend 1 ammo to do 1d12 dmg, or expend 5 ammo to do 5d12 dmg. It's essentially a charged shot. Each shot costs more as opposed to regular Guns, but that in itself would be the benefit to Guns; Ammo to dmg efficiency. An Energy weapon can do more damage during an attack but a Gun can do more damage per bullet.

Automatic versions of each
- 40 minus your Str score is the smallest amount of feet the cone can be deliberately aimed. If you have a high Str of 18, then the most accurate you can aim is within a 22ft wide spread, but this will be rounded to 20ft for the sake of sticking to squares (4 squares in this case). If you had a Str of 7, then 33ft is the minimum width and that will be rounded to 35ft (7 squares). Dmg is divided by the number of squares within the spread, so the benefit to having a higher Str is you can do more Dmg to fewer enemies, because they'd take the bulk of the dmg. Energy weapons can still "charge" as long as the appropriate amount of ammo is expended.

So in summation....

Guns do more dmg per bullet. The benefit is they are more reliable as not AS MUCH ammo is needed compared to Energy Weapons in order to be effective.

Energy Weapons can fire a charged shot at the expense of ammo. More dmg per attack but less dmg per "bullet".

Automatic weapons fire as a cone with dmg distributed among the width of the cone (total dmg. not dmg per individual die). The smaller the width, the less the dmg has to be divided. Typically an auto-shot, I believe, uses 5 bullets. So that could be something ridiculous with a 2d10 weapon. With a Str of 18, your average dmg would be 50 dmg over 4 squares (so lets say are squares have enemies; each enemy would receive 12, 13, 13, 12 dmg [how those numbers are distributed is decided by the player]). Also, the area within the spread is considered difficult terrain for 1 round.

Okay. Well, I hope that isn't too complicated. It's not too crazy if ya think about it. I also vote shotguns having an 18-20 crit range but that's just me! ;)

Oh, and also... just a suggestion... I always find it difficult when I GM to adequately distribute items and such that enhance ability scores and other things. I like using "Heroic Distinctions" instead of worrying about so many items (still give items but more utility based than ability boosting).

Heroic Distinctions:
Starting at level 3 you may choose 1 heroic distinction you qualify for at each level. At 9th level you may choose 2 heroic distinctions you qualify for at each level. Please note Training Bonuses to not stack with Enhancement Bonuses, except in the cases where these bonuses would normally stack with magical enhancements (IE Magus’ Arcane Pool enhancement to a weapon).
Defensive Training: The character receives a +1 training bonus to the effective armor bonus of any one type of armor or shield worn.

Improved Defensive Training: The character receives a +2 training bonus to the effective armor bonus of any one type of armor or shield worn. A character must be at least 6th level and have the Defensive Training distinction before selecting this distinction.

Greater Defensive Training: The character receives a +3 training bonus to the effective armor bonus of any one type of armor or shield worn.. A character must be at least 9th level and have the Improved Defensive Training distinction before selecting this distinction.

Penultimate Defensive Training: The character receives a +4 training bonus to the effective armor bonus of any one type of armor or shield worn.. A character must be at least 12th level and have the Greater Defensive Training distinction before selecting this distinction.

Perfect Defensive Training: The character receives a +5 training bonus to the effective armor bonus of any one type of armor or shield worn. A character must be at least 15th level and have the Penultimate Defensive Training distinction before selecting this distinction.

Note on Offensive Training: If a natural weapon is selected it can apply to a maximum of 2 of that kind of weapon. You can select this Distinction an additional time to apply to more of the same kind of natural weapon.

Offensive Training: The character receives a +1 training bonus to attacks and damage with a single type of weapon. If a natural weapon is selected it can apply to a maximum of 2 of that kind of weapon. You can select this Distinction an additional time to apply to more of the same kind of natural weapon.

Improved Offensive Training: The character receives a +2 training bonus to attacks and damage with a single type of weapon. A character must be at least 6th level and have the Offensive Training distinction before selecting this distinction.

Greater Offensive Training: The character receives a +3 training bonus to attacks and damage with a single type of weapon. A character must be at least 9th level and have the Offensive Training distinction before selecting this distinction.

Penultimate Offensive Training: The character receives a +4 training bonus to attacks and damage with a single type of weapon. A character must be at least 12th level and have the Greater Offensive Training distinction before selecting this distinction.

Perfect Offensive Training: The character receives a +5 training bonus to attacks and damage with a single type of weapon. A character must be at least 15th level and have the Penultimate Offensive Training distinction before selecting this distinction.

Lucky: The character receives a +1 resistance bonus to their Fortitude, Reflex, and Willpower saves.

Blessed: The character receives a +3 resistance bonus to their Fortitude, Reflex, and Willpower saves. A character must be at least 7th level and have the Lucky distinction before selecting this distinction.

Exalted: The character receives a +5 resistance bonus to their Fortitude, Reflex, and Willpower saves. A character must be at least 13th level and have the Lucky distinction before selecting this distinction.

Nimble: The character gains a +1 dodge bonus to AC. A character must be at least 6th level before selecting this distinction.

Artful: The character’s dodge bonus increases to +3. A character must be at least 10th level and have the Nimble distinctions before selecting this distinction.

Deft: The character’s dodge bonus increases to +5. A character must be at least 14th level and have the Artful distinction before selecting this distinction.

Hardened: The character's natural armor bonus improves by +1. A character must be at least 6th level before selecting this distinction.

Grizzled: The character's natural armor bonus increases to +3. A character must be at least 10th level and have the Hardened distinction before selecting this distinction.

Iron Skinned: The character's natural armor bonus increases +5. A character must be at least 14th level and have the Grizzled distinction before selecting this distinction.

Strong: The character receives a +2 training bonus to strength. A character must be at least 5th level before selecting this distinction.

Dextrous: The character receives a +2 training bonus to dexterity. A character must be at least 5th level before selecting this distinction.

Hearty: The character receives a +2 training bonus to constitution. A character must be at least 5th level before selecting this distinction.

Intelligent: The character receives a +2 training bonus to intelligence. A character must be at least 5th level before selecting this distinction.

Wise: The character receives a +2 training bonus to wisdom. A character must be at least 5th level before selecting this distinction.

Charismatic: The character receives a +2 training bonus to charisma. A character must be at least 5th level before selecting this distinction.

Mighty: +4 Training bonus to strength. A character must be at least 10th level and have the Strong distinction before selecting this distinction.

Adroit: +4 Training bonus to dexterity. A character must be at least 10th level and have the Dextrous distinction before selecting this distinction.

Unyielding: +4 Training bonus to constitution. A character must be at least 10th level and have the Hearty distinction before selecting this distinction.

Inspired: +4 Training bonus to intelligence. A character must be at least 10th level and have the Intelligent distinction before selecting this distinction.

Attuned: +4 Training bonus to wisdom. A character must be at least 10th level and have the Wise distinction before selecting this distinction.

Majestic: +4 Training bonus to charisma. A character must be at least 10th level and have the Charismatic distinction before selecting this distinction.

Herculean: +6 Training bonus to strength. A character must be at least 15th level and have the Mighty distinction before selecting this distinction.

Alacritous: +6 Training bonus to dexterity. A character must be at least 15th level and have the Adroit distinction before selecting this distinction.

Titanic: +6 Training bonus to constitution. A character must be at least 15th level and have the Unyielding distinction before selecting this distinction.

Brilliant: +6 Training bonus to intelligence. A character must be at least 15th level and have the Inspired distinction before selecting this distinction.

Enlightened: +6 Training bonus to wisdom. A character must be at least 15th level and have the Attuned distinction before selecting this distinction.

Awe Inspiring: +6 Training bonus to charisma. A character must be at least 15th level and have the Majestic distinction before selecting this distinction.

Magical Training: The character receives a +1 training bonus to attacks and caster level checks when casting a spell. In addition any spell that does hitpoint damage gains a +1 training bonus to the first damage
die rolled.

Improved Magical Training: The character receives a +2 training bonus to attacks and caster level checks when casting a spell. In addition any spell that does hitpoint damage gains a +2 training bonus to the first damage die rolled. A character must be at least 6th level and have the Magical Training distinction before selecting this distinction.

Greater Magical Training: The character receives a +3 training bonus to attacks and caster level checks when casting a spell. In addition any spell that does hitpoint damage gains a +3 training bonus to the first damage die rolled. A character must be at least 9th level and have the
Magical Training distinction before selecting this distinction.

Penultimate Magical Training: The character receives a +4 training bonus to attacks and caster level checks when casting a spell. In addition any spell that does hitpoint damage gains a +4 training bonus to the first damage die rolled. A character must be at least 12th level and have the Greater Magical Training distinction before selecting this distinction.

Perfect Magical Training: The character receives a +5 training bonus to attacks and caster level checks when casting a spell. In addition any spell that does hitpoint damage gains a +5 training bonus to the first damage die rolled. A character must be at least 15th level and have the Penultimate Magical Training distinction before selecting this distinction.

EDIT: Everything prior was written before I read any of the post after I previously posted. Apologies if a consensus was already made! Reading posts now.


Female Human (vanilla) Wasteland Sovereign 1 [Machinesmith(CombatEngineer/Bombadier)/Scholar]

EDIT: ALSO!

Evasion and Improved Evasion work as normal (referring to my idea).

Arma: I like it. Yours makes sense. I would say though that enemies entering the cone before your next turn are subject to that damage because technically (pushes glasses up) everything that happens in a round happens "virtually" at the same time.

EDIT:

ALSO ALSO ALSO! Back to shotgun idea. I propose shotguns increase their crit range depending on how close the player is to an enemy. Sawed-off, range 20ft, 20 x2. range 15ft, 19-20 x2, 10ft 18-20x2, 5ft (teehee) 17-20x2. Or the other way around would be to just increase the multiplier rather than the range. This also gives shotguns a "niche" in combat. Makes tanking more applicable as well.

EDITEDITEDIT: Also... (oh my god, am I sweating?)... Certain weapons can have a "recoil modifier" associated with them. This modifier is essentially what is added to your Str when calculating the width of the cone. It would be common for weapons to have modifiers, including negative ones.


GameMaster Armadillephant GameMaster

I think that Deirdre, your suggestions make sense, but that automatic one seems a little complex. I'd like the full group's input before coming to any decisions, though.

Those new ideas are nice, especially the shotgun. Perhaps also adding damage as it gets very close? I'll need to decide (and probably create a new document with weapon damage and info).

Recoil modifiers definitely make sense, although I don't want to change too much up after we've started. If I get everything together before you lot reach level 2, we can do it like that--you know, alter whatever about your character until you hit level 2, that thing that Bethesda seems to love.

I'm thinking that being subject to some damage after entering the effect makes some sense. Perhaps an attack roll, and if you're hit you take the weapon's minimum damage.

I definitely love the Heroic Distinctions, if only because Fallout is necessarily magic-free.


Female Human (vanilla) Wasteland Sovereign 1 [Machinesmith(CombatEngineer/Bombadier)/Scholar]

Yeah, I feel ya. Here, this might be easier...

Str Width of Cone

10 30ft

15 25ft

20 20ft

Lets say you found a nice weapon with a recoil modifier of +8 and your strength is 18, you can distribute 10d10 dmg (just to assume the die) over three squares. Yuo'd be dividing "equally", but the remaining dmg would have to be divided among the enemies. Or, if you want to keep it simple, just divide by the number of suqares and round the dmg up or down depending on the tenths digit. It's only 1 point of dmg really, so no bigs or benefit.

EDIT: Snipers and Shotties

Shotties have no cone (the spread is assumed insignificant). Instead, the closer the player with a shotty is to an enemy, the more dmg die it does.

Range DMG

Standard range of particular shotfun (including Far Shot) normal DMG

+5 ft -1DMG die(in addition to attack penalty for being out of range)

-5 ft (enemy is closer) +1DMG die

And so on....

Snipers take an attack penalty if shot within 30ft of target. Their benefit is that they can grant sneak attacks between 30ft=>maximum range in feet of specific sniper rifle. I would say also (so that it isn't rogue dependent) that Called Shots can be made without penalty (or maybe less of a penalty) if within the weapon's range.

Okay. Sorry. Haha. I think I've put in too much input. I'll let it soak and put this energy into home work.


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Since Deidre wrote a dissertation, it will not be until tomorrow. My eyes are starting to curve inward.

The reason why I stated that rogues shouldn't receive Improved Evasion is the attacker already had to roll to hit. His\her miss is the improved evasion and the evasion is a graze. No matter how quick you are, when you are in the path of a bullet, you're pawned in 99% of the cases. In additions, guns are special since they already attack your touch AC and not normal AC.


GameMaster Armadillephant GameMaster

Well, keep in mind here, Terry, that every attack is essentially targeting touch, since armor is DR. Guns are special because they deal a lot more damage than melee. I do take your point on the evasions, though, so I'll definitely have to put thought into this.

Deirdre, I like your ideas for shotguns and snipers, although +1 die per five feet seems a bit much; I'll figure it all out, draft up a new document probably (sigh) and have everybody take a look.


Female Human (vanilla) Wasteland Sovereign 1 [Machinesmith(CombatEngineer/Bombadier)/Scholar]

Hahah. Yeah, my bad. I got excited is all! But again, just suggestions. I figured since Fallout deals a lot with guns and such that it might be better to "nichefy" them. The shotty rules can be in increments of 10ft instead of 5ft. I could definitely see that because it is less of a penalty to just "move closer" to your enemy so why should the benefit be so significant. My campaigns are usually highly butchered with alternative rules so I tend to get carried away.


GameMaster Armadillephant GameMaster

Of the campaign I've tried to run here, this one, and the ones I've thought about running, all of them are heavy with houserules. I tend to like adding my own opinions on how things should work to the game, so don't sweat wanting some added in.


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Arma, what have you decided on for the above rules and can post them in the Campaign Info Tab so we can reference them?

Thanks!


Male Human Paladin 1

Sorry for posting out of order there Arma, just got home and rolling myself back to being on days and its difficult to say the least. Trying to catch up with all of my games but I am so brain dead right now it's not even funny.

Thanks for putting me with everyone else, I don't mind staing in a split ini though so up to you boss. I will try and be a little more observant, I just thought for some reason your were waiting on me. ;)

Sucks to see Darius is gone. =/ Maybe he'll rejoin us one day.


GameMaster Armadillephant GameMaster

P'raps.

Terry, I will get to work on drafting all that into something that makes sense and getting it in another spoiler or something. I'll probably start making a new Weapons doc, as well.

Happy Easter to all who celebrate!


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GM Armadillephant wrote:

P'raps.

Terry, I will get to work on drafting all that into something that makes sense and getting it in another spoiler or something. I'll probably start making a new Weapons doc, as well.

Happy Easter to all who celebrate!

Thank you!

Likewise!


GameMaster Armadillephant GameMaster

Alright, I posted rules for Full Auto weapons in the Campaign Info tab.


M Half-elf Gunslinger (Siege Gunner) 1/ Alchemist (Grenaider) 1

I'm back. Been ill and dealing with nastyness at home. I'm sorry I have been gone.


GameMaster Armadillephant GameMaster

Alright, Darius. Only thing you really need to deal with is the way I had you exit.


Female Human (vanilla) Wasteland Sovereign 1 [Machinesmith(CombatEngineer/Bombadier)/Scholar]

glad you're feeling better guy


M Half-elf Gunslinger (Siege Gunner) 1/ Alchemist (Grenaider) 1

The big thing was my grandfather being hospitalized. And the reason I posted in my other game was I didn't see anything new in my tabs on this game. As for dealing with it I suggest a retcon to he slipped in blood and got knocked out as if he ran like that it breaks the character in such away as I have no idea how to fix or justify. He would likely have taken the pistol with him and ate a bullet in that case....


GameMaster Armadillephant GameMaster

Yeah, I wasn't sure how to have a gritty former marine just leave... RETCON: Darius slipped in the blood, temporarily K/O'd, dropped the pistol as he was hit.

If I've heard nothing back from the possible recruit soon, I'm definitely bringing in some help for you guys.

EDIT:Darius, you're in the same group as the rest of the party now for initiative in this fight, just to keep things going smoothly.


**RESERVED FOR FALLOUT or TECH**

I hope your grandfather is doing well Darius.

How would a Marine clear a weapon you ask? SPORT + FIRE or equivalent, or pull the next available weapon depending on the situation.

Obviously for a M-16 variety...

S - Slap the Magazine bottom,
P - Pull the Charging Handle to the Rear,
O - Observe the chamber,
R - Release the bolt,
T - Tap the Forward Assist.

Fire or Attempt to fire.


Male Human Paladin 1

@ Arma:

We started with Double HP correct?

Also what happens with a crit fail with an energy weapon? Or any gun like weapon in particular?

Thanks!


GameMaster Armadillephant GameMaster

Indeed, you should all have double max HP from your first hit dice. 20 for you, for example.

On a critical fail with a weapon? Hm... Perhaps that's how we'll do degradation. On a 1, the weapon jams, and you roll a second time. If you miss, it's a critical malfunction; your weapon's broken. Don't worry, you can fix it with craft and some supplies, going to someone with the knowledge to fix it, or even patch it up makeshift with certain skills.

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